As we all know, Electronic Arts decided not to include Coop-Campaign functionality in LAN network menu of the game. We decided to change that - in result, you can now play any mission of your choice, with your friend, on LAN without need of being connect

Yes, this is the first original KW mod for C&C3. Unlike the original Kane's Wrath expansion for C&C3, this mod for C&C3 will not be played under most KW current gameplay changes and conditions. New gameplay changes, edited content and most units imported from KW and C&C4 will add and combine to the strength of the new gameplay experience for this mod.

This is the final release of 'Mideast Crisis 2' which adds in the UN Peacekeepers as a playable faction, 2 new maps and many other minor changes. Please remember that C&C3 MUST be fully patched for MEC2 to work. Also make sure to select the proper C&C3 folders and mod folder location.

Command and Conquer 3: The Forgotten aims to bring back and tell the story of a fascinating faction. The Forgotten, featured in Tiberian Sun and Firestorm, are an ever-growing group of individuals afflicted with Tiberium-based illnesses. Detested, marginalized, and oppressed by the three superpowers, The Forgotten have begun to rally against GDI, Nod, and the Scrin. Since their story is not featured in C&C 3, the mod aims to tell it in a compelling fashion, through a deep single-player campaign, unique faction composition, and engaging gameplay. The Forgotten is also the only mod to feature high-definition Full Motion Videos, just like real C&C games, that advance the story.

This is my first map pack, which contains six maps. Three new ones and three improved versions of previous maps. These include; Blue, Yellow and Red Zones, some having rain, lightning and cloud effects.

Tiberian Sun themed map for C&C3 Kane's Wrath. You'll be playing as Steel Talons/ZOCOM army against Nod, which includes something from every Nod faction. Your primary objective is to destroy the Redeemer Engineering Facility.

Cnc 3 Pro is a Command & Conquer 3: Tiberium Wars modification which adds some changes to the real time strategy game sequel developed. Harvesters don't take back their own value in a single Tiberium load, they are vulnerable, so harassment become effecti

This map is a 3v1 battle. Scrin is the top player on his own team while he fights off the three others. Scrin starts with a massive force of Carriers, Tripods, Disinigrators and everything else a Scrin player would want.

A 4-Player non-symmetrical map for Command and Conquer 3 from Rick Kingma. Overgrown cites with tiberium infesting them. Exessive objects placed concentrated in one area makes this a high performance computer only map.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. The map is split corner to corner by a long river, and several bridges span the river. There is urban area on each side of the river but in a different style on each side.

John O'Leske has created a four player map for Command and Conquer 3 that features: Highly detailed cityscape, Buildings to garrison, Subway system for transporting infantry, and Mostly symmetrical base design.

The story is all about, what if GDI and NOD do not abandon technologies they had used in the Tiberian Sun era, and instead of that further developed them. There are many visual, sound and balance changes, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.

This is more of a "test" version than a full release. While most of the stuff should work fine, a couple of things (like the translation) are still not finished. However, these problems hardly affect gameplay.

Map Name: Alamo
Author: HawK (aka TalonHawK)
Players: 8 (2 vs 6)
This map is included in the TALON Mod (with an installer) which is available at http://www.moddb.com/mods/talon-mod
How to Install maps;
1. Open "My Computer"
2. then open "C:"
3. then "Documents and Settings" (skip step 3 if you're on Vista)
4. then "yourname/yourcomputername"
5. then "application data*"
6. then "Command & Conquer 3 Tiberium Wars"
7. then "Maps"
8. Open the zip/rar map file and then drag and drop the custom map's
folder into the "Map" folder.
If you can't see the "Application Data" Folder, do the following;
1. Open your control panel
2. OPen "Folder options" (In vista click "Appearance and Personalization first if you aren't in classic view)
3. Click the "view" tab
4. Click the "Show hidden files and folders" button
5. Click ok
6. Look for "application data" again
For more maps from the same author visit our forum at www.talonclan.com.
Contact: talon_server@hotmail.com

Jerusalem is under siege, heavily armored soldiers from Europe make claim to the Holy Land in the name of peace and equality. Those fighting for Israel and Islam separately contemplate their fates, wondering how it came to this.

Basically, all units and structures cost 1 and take 1s to build. I just wanted to get some screenshots and footage, and it was the easiest way I could think of of making CNC battles as large as possible.

The team which brought you Mideast Crisis returns with a sequal! This mod puts you in charge in the not-too-distant future of either the Israeli Defense Force or the Guardians of Islam in a battle for territory around the middle east.

The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful.

A 6-player map (3v3) remake of the original Bay of Pigs for Red Alert 2 /Yuri's Revenge for TW. 2 Tiberium fields for each player, 2 blue tiberium fields each at 2 center islands, 4 spikes at each center side, 1 EMP at each center side.

As the authour stated it is a mix of the Empire's audio tracks. Unfortunally the first thing I shut off when starting a game,
is the music, since I find it anoying, so I can't compare for you... You'll have to do that for yourself.

Two players start at the north edge of the map, four at the southern half of the map. The primary part of the city is located on a huge plateau, accessible only through a choke point in the center and two flanking entrances.

Testing Grounds is a four player skirmish map set in an arena style that is based in a yellow zone. It is another map by Chuck888. Chuck has another yellow zone map called Deadly Decent that you should check out as well.

This is the first released version of my second mod. You can expect to see some balance changes between units, stronger tier 3 ground units, price adjustments, build radius removals and additions, radar adjustments, and many many more changes.

There are 8 spike 4 E.M.P 4 defensive towers around the map. Each player has one tiberium field close to there base with a very large blue tiberium field in the middle of the map which is key to winning on this map.

Arguement is a 4-player map with a large tiberium deposit in the middle of the map in the shape of a circle. In the darkened areas to the left and right of the map are tiberium spikes, 2 for each side, 4 in total.

Base defenses for all factions have been beefed up to better deter and defend. Weapon ranges, and damage done by base defenses have been enhanced significantly. Power consumption rates and prices have been changed as well to balance out the destructive po

This takes place in Czechnya (the place in our world is called Chechnya). You play as ZOCOM, and your job is to destroy the Nod base in the area. To build Strike Forces, you must find 2 lost Engineers in the area.

Here is the MidEast Crisis 2 soundtrack. It includes two tracks, both composed by Jonathan vd Wijngaarden. MEC2_REGIONAL_AMBIENT - Used during exploration/base building MEC2_REGIONAL_COMBAT - Used during combat.

This is a small mod that makes some changes to all the sides. Making the radar come from the Command Post instead of the CY, having repair drones that repair buildings, and several new units. Silos also hold more Tiberium.

Redzone set in a rocky, canyon area. There is a blue tiberium field in the center that starts small, but if not harvested, will grow to be pretty large. There is also a long bridge over this field that can be used to get the jump on the enemy.

Tiberium Erosion is a asymmetrical 1 vs. 1 map taken place somewhere deep in a German Redzone, where Tiberium has eroded an entire city to ruin, leaving but only a massive crater of Tiberium; the German city has now long been abandoned from all hope.

Forsaken Sands Of Tiberium is a 4 player map. It is just about completely asymmetrical, around the map there is a EMP Tech Building, damaged garrison able buildings, Tiberium spikes, and a typical amount of Tiberium for each player.

A medium sized 2v2 map from Tiberanaut that has a waterway dividing the 2 sides with a small city in the center to take or hold. 2 blue tiberium areas in the city plus some spikes and silo's to capture. Special Note: this is a shield map not a circle.

In this mission, GDI has to clear the area of nod forces to make a good location for there main HQ.
Take a look look at the text on top of the screen, it says everything you have to know for your mission.

This mod was created by TheGunrun. Lot's of changes to the game all aimed at making gameplay fun. For instance, GDI Harvesters can acquire the rail gun upgrade, Mammoths are twice as strong, all Nod hub defenses have five defenses per hub.

You start out with a handful of units, including 2 Juggernauts, a few Mammoths, some infantry and some APC's. Using theese units you have to fight and think your way to the NOD base to complete the map.

In this map you have to play economically. You cant just go ahead and spam infantry (Oh yes. You can only build infantry in this map) to win. Instead you have to move slowly and make sure that you have as few losses as possible.

Our first ever podcast, back in July we had a discussion about our vision of how Tiberian Dawn would be implemented. We spoke of our plans and our hopes, and it was one of our first big steps of proving what we could do when we put our minds to it. Enjoy!

A 6 player map for skirmish or online play. This map has a normal amount of tiberium for 6 players, with 6 tiberium silos, one located near each players base. There are 8 race bikes zipping around a well constructed 1.5 Mile track.

Consisting of 21 replays, this is the ultimate pack of replays. Official Command and Conquer programs like Command School and Battlecast used these replays as examples to teach others how to play better.

A 4-Player Command and Conquer 3 map from PomFrit. It's a medium sized map with only 1 tiberium field in a dry river bed between players. Only green tiberium. 4 Reinforcement Bays for additional units and 2 Mutant Hovels. (Team map 2vs2)

JeepRubiMod is all about what I (JeepRubi) want to do in my own mod. I plan on adding all vehicles and buildings, and characters when possible from C&C Renegade, then messing arround with the gameplay to make it more overall fun.

The Global Liberation mod revolutionises cnc3. The latest, the best, the most engaging mod is here. Use the power of Nods new assault aircraft, the newly improved infantry, or maybe your factions hero unit to win your battles. New weapons, New units, new

The tiberium layout is very much like Tournament Arena, allowing a start patch of green tiberian, a blue tiberian patch in the corner and another green tiberian patch further out, both teams have easy access to 3 of their own tiberian fields.

A 4-Player Command and Conquer 3 skirmish map from thomasalan with a basic 4-corner set up. It has a walled base for each player, Tiberium in your base area and in the middle, and 1 tiberium spike in the rear of each base.

A 4-Player Command and Conquer 3 skirmish map from thomasalan. It has a basic 4-corner set up with walled bases for each player. It has Tiberium in your base area and in the middle and 1 tiberium spike in the rear of each base.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. It'sa clean and bright map with no fog. It is divided by large river. 2 player start positions on each side of the river make for a good team play map.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. The outer edge of the map is water, there are a few small ponds and some garrisonable areas. Lots of tiberium spikes in the center to capture.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. Four corner base set up, and plenty of tiberium near your base area. Nicely done urban city in the center. Tiberium spikes in the city to capture.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. This map would make a good 2v2 team play map with a east vs west style set up. The raised area divides east and west sides with some tiberium spikes in the center to fight for.

A 4-Player Command and Conquer 3 skirmish map from Janeoply. Some tech buildings available for capture near the double river that divides the map north to south. This map should make for a good 2v2 east vs west set up.

A large 4-Player Command & Conquer 3 map from Janeoply. Four huge bridges span the map in a X shape. Tiberium spikes to capture in the corners but you must get on the bridge in the center of the map to get to those corners.

A 4-Player Command and Conquer 3 skirmish map from masbt. The map is made with lighting and texture settings that attempt to recreate what the scrin homeworld might possibly look like. 3 Blue tiberium fields per player.

Here is a game in which spud is in a FFA against two brutal enemies. He takes the top position on Unfair Advantage, and the GDI enemy is quickly eliminated. Then the Scrin Steamroller settles in for the crushing roll over spud.

Rock Bottom is a 8 player map. Set in a reasonably dark theme. The water on this map also has another color, its now brownish and it looks very much like a muddy substance. This map also has a great variety of textures.

A 2 vs 2 Player Map in Italy Tiber setting Red Zone. Hope you enjoy it. There's a lot of tiberium on it, so battles could be really hard. Also each team can only reach the other through 4 bridges in the middle of the map.

A 4-Player CnC 3 skirmish map that contains some scripting that puts a 10 minute countdown timer on the screen when you enter the center area of the map, first team to get all 10 minutes counted down off the timer wins the match.

A 2-Player Skirmish map from KingBase for CnC3. The map makes for a good 2v2 match as well, with tiberium spikes and blue tiberium in the center of the nicely done city in the middle. Some moving vehicles add a nice touch to the city.

This is a basic 3 player map similar to Unfair Advantage in ways, you have one person at the top of the map and the other 2 on the bottom. There are big patches of tiberium scattered throughout the map.

A two player map, Tiberium Pass features everything you would expect in a great map plus more. The thing that really makes it stick out is the fact that to travel from base to base, players must go through a long stretch of mountain.

Isle of War was fun in Red Alert 2 and is now reappearing in CnC 3 as a custom map. It's a 1 vs 1 map in which players don't receive a tiberian field next to their base, players must expand early to get them.

This map is like Unfair Advantage but instead of 1 vs 2, it's 2 vs 3. The two players that get the advantage get control of a network of base defences and walls spanning from their bases; the two players also get blue tiberium close to their base.

Oblivion's Crater is a two player map that is a spoof off of the map used for Kane's temple prime missions. The two bases where the players start are dug in and have spikes to the north and south of the bases.

The setting are the outskirts of an australian metropolis at dusk. It features parts of the city as well as some forest- and desert-areas. It is meant for 3v3 Teamdeathmatch games, might be slightly unbalanced for FFA games.

A 3-Player skirmish map from Scrin Mastermind for Command and Conquer 3. It's a remake of the first scrin mission in London the scare the civilians mission. The map is set in night conditions, the city has been destroyed already.

A 6-Player skirmish map from Buccane for Command and Conquer 3 set in yellow zone conditions. Fog is not enabled, music is enabled, with 3 start positions in the north and 3 in the south. It should make a good 3v3 match with mostly flat landscape.

A 6-Player Command and Conquer 3 map from Buccane, set in yellow zone conditions. Looks like a 3v3 north vs. south set up. Each of the base areas is walled off with only one way in with a bunker to guard the way.

C&C 3 AutoReplay, a utility that automatically saves replays to your replays folder while you're playing the game, is now open-source. This means that you can download the source code of the program and modify it as you see fit.

This is a detailed 4-player map set in a Yellow Zone. It was designed for 2v2 East vs West team games, and features a coastal tropical setting, some buildings to garrison, and plenty of Tiberium for the harvesting.

Desolation is a 4 player multiplayer/skirmish map for C&C3 from V1rtu. Set in small city in the Australian Blue Zone which has been evacuated due to a recent high rate of Tiberium growth in and around it.

Somewhere deep in a Red Zone, wars have been waged in this sector for decades. This map from JBV3737 is themed like Red Zone Rampage, but will offer more Tiberium and new features such as Tiberium bridges! Ready for skirmish play.

This is the classic Bay of Pigs from Red Alert 2, recreated for Command & Conquer 3: Tiberium Wars. A nice 6 player map, with enough resources to last. It also has several tech building around the areas to take over.

This map is a four player, blue zone, Non-symmetric, hilly map. The start spots are in corners, and start with a Green tiberium field. There are some pockets of Tiberium around the map, and plenty of Spikes to capture.

Here's a medium, blue zone, hilly, two player map. It has a Green Tiberium patch to start with and then two to expand which are in the other two corners. There is one Blue Tiberium patch in the middle to fight over.

Crater Valley is a relatively small map, but it's for 1v1 so it's understandable. Players will enjoy a jungle like theme with good texture quality. There is a giant Tiberium patch in the middle of the map that players can fight for.

This is a three, four or five player Art of Defense map. There are eight waves of enemy units (Scrin) which try their best to defeat you and your allies. If you survive after that amount of time, you win!

Here's a two player, small, open, yellow zone map. Top and Bottom are divided by a river across which there are two bridges and one low water crossing. There are two spikes for each side, and two fields of not too much tiberium.

Here's a small, two player, Blue Zone, chokepoint battle. East vs West, with two rivers dividing the players. Between the rivers is a civilian town so it is in your best interest to garrison the buildings quickly.

This map is a 2-player Yellow Zone map. Bases are in the east and west sides, with two Tiberium Fields for each side. There are a few Spikes and also one patch of Blue Tiberium in the middle to battle over.

In his first podcast back since the Rescue Operation, official Command & Conquer Community Manager APOC returns back to the hot seat with an exclusive interview with Grace Park and more in part 1 of the April podcast!

The fate of APOC rests in the hands of Commander Predator and his elite GDI covert-ops group. We are receiving live transmission feeds directly from the Operation and then digitally remastering them together for YOU, so you can stay up-to-date on all the

The fate of APOC rests in the hands of Commander Predator and his elite GDI covert-ops group. We are receiving live transmission feeds directly from the Operation and then digitally remastering them together for YOU, so you can stay up-to-date on all the

This is another mini mod For the demo Command & Conquer 3 Tiberian wars. What it does is like the old RA2 it lets you start with the MVC unpacked and starts with either 2 attack bikes or 2 Pitbulls for GDI.

This nifty program allows you to extract and decompile files from the demo .big files. It's the first step on the way to modding the demo! Thanks to Banshee and jonwil for the extractor and RefPack decompression code.

Here are four music pieces I made from scratch with a midi program, ModPlugTracker. They are inspired by Frank Klepacki and his C&C music, and I tried to make them sound like they could be songs from Red Alert 1.

Here's a game in which JohnWE chooses to be teamed up with Cloud. Also, it's the first time for the Shadow Rush, in which JohnWE successfully sets back Homer very far with a destruction of the War Factory and successive power plant losses.

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